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2026 Β· Realtime Character Movement System

Motion Matching Movement System (Work in Progress)

A work-in-progress Unreal Engine character prototype combining Motion Matching locomotion, authored combat animation, and physics-driven interaction.

Year
2026
Type
Realtime Character Movement System
Role
Technical Animator

Overview

What I built and why.

Built on GASP and Pose Search, the project connects responsive locomotion, dodge and slide actions, a self-produced three-hit combo, a transforming claw, and enemy grab interactions in one playable prototype.

Implementation

01

Movement and action flow

GASP-based Motion Matching drives locomotion. Dodge, slide, ranged attack, and the three-hit combo enter and return to movement with consistent facing and Root Motion.

02

Original combat animation

I recorded the combo performance, generated markerless motion capture with QuickMagic, cleaned contacts and Root Motion in Maya, then retargeted and tested the clips in Unreal Engine.

Project clips

Development progress

01

Movement & combat system

Motion Matching locomotion, dodge and slide actions, ranged attack, and a three-hit melee combo in one playable flow.

02

Claw transformation

A world-space material mask controls the claw reveal and dissolve.

03

Physics-driven enemy grab

Blueprint and Physics Control support enemy hover, grab, hold, and release.

Tools

Technical stack.